Tuesday, 9 June 2026

Recent Gaming





































Anyone like any of the 12 dungeon zones in particular?
As I start a series of new tables for each type your suggestions might help.

Recent Stuff:
This year I've played more games than I have in a long time. Im running two d&d5 games. Theros is now Lv9 and a great game for battling mythic and huge monsters, and a weekly club game at Lv6. I'm playing an online Oldschool Esentials game where my elf in one year has reached 4th Lv. Casting spells in plate with a halberd ready is nice. I've been asked to run a romantasy Game for 9-12yo girls. I've not run anything old-school this year. But as we had stuff not ready for our big town battle for our spyfi UK60s marvel game we played with making some new characters and speed-playing some characters.

Playing new content in my homebrew to test stuff was approved. So Dallas made a Rover who grew up on frontier, where he learned from druids and joined the secret order of forest folk, bringing law and peace to the wilderness. As his main power he chose an ability that gives him +4 hide and sneak and pass without trace for several times a day. Richard made a Expert Class built around Bluff as his expert skill and based around performance skills intending to start a travelling theatre or bigger. The other class power for Experts is lots of followers. So had a carny lady with a staff, an old merchant lady and an alert crossbowman all zero level. Dallas not to be outdone took a follower using the default amount of one follower to be his student. As we levelled up in a 9 hour-ish game, the Expert took a pony and, considering some kind of entertainer or crafter possibly a cook to sell food to show customers. By Lv 3 has 5x 1st lv flunkies vs the Rover whose original follower becomes 1st lv.

So they had met in a tavern and were planning of going to Auldwood which had been the western part of the kingdom depopulated in the civil war. Arts and culture are thriving in towns and people retiring from war want to reoccupy long-abandoned farms and villages in the north of Sour Hill and the West on the border of Auldwood. People say faeries and elves and monsters from the deeper wood have spread into human lands during the 40 year war. 

The Rover wanted to test his skills and bring peace between the old ways and the new. The Expert wanted to grow his show, travelling the newly opened region and find exciting stories he can make shows about and the weird carny folk he can recruit. A noblewoman gave them a coat of arms of her missing brother, who went for adventure in a wizard's tower. She gave them a gp and an offer of reward to help his recovery.

They marched into the lake country, and the Rover had been told to check out Marshton. I got to pull out a bunch of 3folds I had made and found piles of stuff I published and forgot about. In marshton the helped fight off pumpkin monsters sent by a chaos hag and made peace with the Toad king. They killed a local cannibal and managed to do quite well. No followers died as they were cautious and the party mostly fired missiles. The expert maxed out in throwing daggers. The Rover managed to sneak up on enemies with powers even when he didn't have proper stealth skills yet. His spells were also healing

My Hawksmire Island game, I let our new player bring news party was actually in a Ravenloft game. Most of our players 30-60, but we have a teen girl join in. I didn't think she had a great time, but came back more assertive and had more fun. While 3 party members in a hotel were planning what to do about the friendly evil people, the 4th was outside planting magic beans. Got a tree of magic fruit worth 24 healing potions. Next, he grew a 60-foot-high pyramid, and a mummy lord came out, and they survived by smashing his canopic jars when down to 40hp. They have finally circumnavigated the island, also, and are curious about the Lady Chrysopasia, who rules the domain and her town, which they have not seen yet.

I will be getting back to finishing off my basic players' book for classes, then revising skills, then spells. I did end up making more non-spell classes and semi-casters. I've considered going back to work on my monster manual, as I've been griping about monster stat blocks over editions and vs basic Wikipedia entries of critters. I like 5.5 less lore monster book vs the older book. I dont want all my monsters so interrelated to each other and various fiends. I like my lore more. Big lore dumps are inspiration, but lists of rumours would be better, which we have for some monsters now. 

 

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